Error: Max edge lines


(abina999) #1

What this means and how I can solve it ? :? :expressionless:


(abina999) #2

More information, console says this:::

— AddEntitySurfaceModels —
— FilterDetailBrushesIntoTree —
12954 detail brushes
44763 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
— SubdivideFaceSurfaces —
— FixTJunctions —
************ ERROR ************
MAX_EDGE_LINES

And map is modified goldrush, what should I do ?


(89blitz) #3

Tryed brush clean up perhaps if you de-compiled…


(abina999) #4

I didnt de-compile, it was goldrush.map allready, it came with Radiant :o


(S14Y3R) #5

what version of Radiant?
what version of q3map2?
what bsp switches?

were you playing with CGS subtract?


(abina999) #6

radiant is 1.4.0
where I can see the q3map2 version ?

Bsp was q3map2 (simulate old style -light-extra) BSP -meta, -vis, -light, -super2

What is the CGS substract? I only have deleted couple of clips and caulk’s, and made new one’s to their places just little modding, like tunnels etc…

I found CGS subract button, but I havent pressed it if I remember right…


(S14Y3R) #7

q3map version appears at the beginning of every compile in the console.(press o)
It’ll look like:
2.5.11
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven

Try doing a basic BSP-meta compile first though(no matter your version), and see if you get the error still.

I asked about cgs subtract because it can cause infinite brush slivers if you muck up. what it does is remove from everything else the volume of your selected brush. It can be useful in certain situations, but if you forget about surrounding hint brushes(eg.) it can cause an absolute mess :frowning:


(abina999) #8

It is 1.0
and (ydnar) is 2.5.11
gtk radiant is 1.4

All is same what you write about.

I runned the single bsp Meta and I still got the
ERROR MAX_EDGE_LINES

I looked every help files and manual and I didnt found anything about that error… :?


(Avoc) #9

maybe post a pictureo of where and what it is you have edited (prnt scrn while in the editor)


(abina999) #10

It would take like 100 pictures… :frowning: Is the some video options?


(abina999) #11

Everything I have found out so far:

The error is MAX_EDGE_LINES
Gtk version is 1.4
Q3map2 version is 1.0
Q3map2 (ydnar) version is 2.5.11
Clean bush didnt help.
Single BSP -meta didnt work, still get that error.
I have so many modifications so it would take 100 pictures to foto them all.
I did have putted the whole map in a box and I do have an working .pk3 file from that (Not so many modifications)
Now I make the box smaller and some new mod’s and turned the box into sky, it didnt work anymore, then I make the box from caulk, it didnt work still… I didnt made modifys outside the original map, except that box.
Also in my working version entitys wont work at all. They are original Goldrush scripts…
Easy question, does the MAX_EDGE_LINES have something to do with my box? Or worldspawn coordinants ? Mean the min&max thing? But what should I do to get my map compiled and entitys to work? I only know how to do tunnels/ladder’s/new rooms etc… I dont know anything about srcripts or entitys… But I do have read all the manual avaible… So I do know how they work in theory…


(abina999) #12

BTW, if I didnt remember right, is there anyway to fix that CGS thing? Just in case…


(S14Y3R) #13

Found this:

quoted from 2 topics at map-center.com:

"the error is caused by having too many edges in the whole map… its a compiler limit (max 65,000 edges I think).
If anyone else has this problem, your best bet is to convert some of the map into models (particularly any repeating designs), and to be on the safe side I wouldn’t recommend anyone aims for a brush count higher than say 14,000.
"

"its a killer.

look at the t-junc stage of the compile, and find out what your axial and nonaxial number of edges is (adding them up if they’re more than about 65000 the error occurs).
also note how many verts the tjuncs add.

there are a few solutions…

  1. remove bits of your map.
  2. turn some of your map into mapmodels (easier than it sounds )
  3. (hardest option) optimise your brushwork. (this requires learning exactly how T-junctions work).

good luck. "

To check your brushcount, press m for map info, and it’ll tell you.

And, try this; if the above isn’t possible:

some people say this will lower fps in some cases. but if you can’t compile your map, thats not really an issue :stuck_out_tongue:

To add the switch to the compiler settings(the -notjunc):

-you first open your project settings(file/project settings)
-in the menu commands window, scroll to your: bsp_Q3Map2: (single) BSP -meta ;and select it.
-with -meta selected, press the “Change…” button, this will open the Edit Command interface.

Edit Command Interface:
There’ll be 2 lines,
-one for your Menu text(what shows when you pull the bsp menu down)
-and one for the actual Command

your default command line will look like this:

! "C:/Program Files/GtkRadiant-1.4/q3map2" -v # -game et -fs_basepath "C:/Program Files/Wolfenstein - Enemy Territory//" -meta -mv 1024 -mi 6144 $

Where you want to add the -notjunc switch is right after -meta, here:

! "C:/Program Files/GtkRadiant-1.4/q3map2" -v # -game et -fs_basepath "C:/Program Files/Wolfenstein - Enemy Territory//" -meta -notjunc -mv 1024 -mi 6144 $

also add -notjunc you your menu text line, so you know its there. :slight_smile: You should be able to do a full compile without the error. But keep in mind your fps will be lower than optimal, so don’t be shocked if it isn’t :stuck_out_tongue:

gl.


(abina999) #14

brushcount 19806
and entity count is 2709

net brush count (notnentity) count is 12501

So how i can get entitys work ?

Can I run the finals BSP -vis -meta -super2 Q3map2 command too?

EDIT: I did compile with Singe BSP -meta but it wrote 13.7mb :? The older version was like 5mb’s :shock: I think I may try those other options tomorrow, if the size comes from -notjunc :expressionless:

2EDIT: Sorry, im just so stupid that the size goes down with making it to .pk3 :stuck_out_tongue: :lol: Im going to test it now :slight_smile:


(abina999) #15

I did copy the script’s for goldrush and all and did pk3 file including command map, scripts, objdata, bsp, arenafile…,etc so I think theres everything what I need to get working pk3 file :slight_smile:
But then, I tryed to play it, a same error that came before the pk3 file : cant find map /maps GR3.bsp :?
What’s this? I had it with my older version too :expressionless:

I tryed:
/g_gametype 2
/sv_pure 0
/devmap GR3 (cant find .bsp)

So i tryed to run normal goldrush and try again: /map GR3, same thing happened :?

I have the GR3.bsp in etmain also in etmain/maps and of course, in .pk3 file, so whats this ?[/i]


(S14Y3R) #16

That’s from too many pk3’s in your /etmain move the bulk of unplayed maps to a folder somewhere. Its always recommended to have a clean install of ET just for mapping, and a seperate install for pub play that can get clogged up without affecting mapping work.